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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

Allows collisions against the physics world. Baked SDF Collision. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle. It bakes an area of a custom resolution as a signed distance field. For this, heightfield collision has more advantages. Less flexible.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ). As always, a bunch of nice rendering fixes!

Beta 110
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ). As always, a bunch of nice rendering fixes!

Beta 84
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. This sprint, Bianca continued tweaking and refining the model, adding detailed clothing and experimenting with hair cards and skin color.

Dev 52
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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

with 17 alpha builds distributed in 2022, and continuous development effort since 2019. You may have already seen some of this content on social media, in blog posts, or in alpha release notes. Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Check out the video! What's new?

Beta 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique. In Godot 3.0,

Render 52